veekun_pokedex/pokedex/schema.py
Eevee (Lexy Munroe) 969d671c48 Make great strides towards an actual game-aware API
Huzzah!

Also, I decided to namespace identifiers.  For now.  We'll see how it
goes.
2016-08-14 00:15:30 -07:00

314 lines
10 KiB
Python

# TODO eventually this file should be split up a bit, perhaps with the camel
# stuff and locus stuff in its own file
from collections import defaultdict
from collections import OrderedDict
from pprint import pprint
import types
import camel
class _Attribute:
name = None
_creation_order = 0
def __init__(self):
self._creation_order = _Attribute._creation_order
_Attribute._creation_order += 1
def __get__(self, inst, owner):
# TODO this is intended for the glom object, not a slice
return self.Glommed(self, inst)
def __set_name__(self, cls, name):
self.name = name
class Glommed:
def __init__(self, prop, obj):
self.prop = prop
self.obj = obj
def __repr__(self):
return "<{} of {!r}.{}: {!r}>".format(
type(self).__qualname__,
self.obj,
self.prop.name,
{game: getattr(slice, self.prop.name) for game, slice in self.obj._slices.items()},
)
# TODO classtools, key sort by _creation_order
class _Value(_Attribute):
def __init__(self, type, min=None, max=None):
super().__init__()
self.type = type
# TODO only make sense for comparable types
self.min = min
self.max = max
class _List(_Attribute):
def __init__(self, type, min=None, max=None):
super().__init__()
self.type = type
self.min = min
self.max = max
class _Map(_Attribute):
def __init__(self, key_type, value_type):
super().__init__()
self.key_type = key_type
self.value_type = value_type
class _Localized(_Attribute):
def __init__(self, value_type):
super().__init__()
self.value_type = value_type
class _ForwardDeclaration:
pass
class Slice:
is_slice = True
def __init__(self):
pass
class LocusMeta(type):
# This is purely a backport of Python 3.6 functionality, and is taken from
# PEP 487. Once the minimum version supported is 3.6, this metaclass can
# go away entirely.
if not hasattr(object, '__init_subclass__'):
def __new__(cls, *args, **kwargs):
if len(args) != 3:
return super().__new__(cls, *args)
name, bases, ns = args
init = ns.get('__init_subclass__')
if isinstance(init, types.FunctionType):
ns['__init_subclass__'] = classmethod(init)
else:
init = None
self = super().__new__(cls, name, bases, ns)
for k, v in self.__dict__.items():
func = getattr(v, '__set_name__', None)
if func is not None:
func(self, k)
sup = super(self, self)
if hasattr(sup, '__init_subclass__'):
sup.__init_subclass__(**kwargs)
return self
class Locus(metaclass=LocusMeta):
_attributes = {}
def __init_subclass__(cls, **kwargs):
# super().__init_subclass__(**kwargs)
cls._attributes = cls._attributes.copy()
for key, value in cls.__dict__.items():
if isinstance(value, _Attribute):
cls._attributes[key] = value
def __init__(self, **kwargs):
cls = type(self)
for key, value in kwargs.items():
if not isinstance(getattr(cls, key, None), _Attribute):
raise TypeError("Unexpected argument: {!r}".format(key))
setattr(self, key, value)
def __repr__(self):
return "<{}: {}>".format(
type(self).__qualname__,
self.identifier,
)
class VersionedLocus(Locus):
def __init_subclass__(cls, **kwargs):
super(VersionedLocus, cls).__init_subclass__(**kwargs)
if not issubclass(cls, Slice):
class Sliced(cls, Slice):
base_class = cls
# TODO this is a circular reference; do i care?
cls.Sliced = Sliced
cls._slices = {}
# TODO seems to me that each of these, regardless of whether they have any
# additional data attached or not, are restricted to a fixed extra-game-ular
# list of identifiers
Type = _ForwardDeclaration()
Stat = _ForwardDeclaration()
GrowthRate = _ForwardDeclaration()
Evolution = _ForwardDeclaration()
EncounterMap = _ForwardDeclaration()
MoveSet = _ForwardDeclaration()
Pokedex = _ForwardDeclaration()
class Pokémon(VersionedLocus):
# TODO version, language. but those are kind of meta-fields; do they need
# treating specially?
# TODO in old games, names are unique per game; in later games, they differ
# per language. what do i do about that?
name = _Value(str)
types = _List(Type, min=1, max=2)
base_stats = _Map(Stat, int)
growth_rate = _Value(GrowthRate)
base_experience = _Value(int, min=0, max=255)
pokedex_numbers = _Map(Pokedex, int)
# TODO family?
evolutions = _List(Evolution)
species = _Value(str)
flavor_text = _Value(str)
# TODO maybe want little wrapper types that can display as either imperial
# or metric
# TODO maybe also dump as metric rather than plain numbers
height = _Value(int)
weight = _Value(int)
# TODO this belongs to a place, not to a pokemon
#encounters = _Value(EncounterMap)
moves = _Value(MoveSet)
# TODO should this be written in hex, maybe?
game_index = _Value(int)
Pokemon = Pokémon
class Repository:
def __init__(self):
# type -> identifier -> object
self.objects = defaultdict(lambda: {})
# type -> property -> value -> list of objects
self.index = defaultdict(lambda: defaultdict(lambda: defaultdict(set)))
def add(self, obj):
# TODO this should be declared by the type itself, obviously
cls = type(obj)
# TODO both branches here should check for duplicates
if isinstance(obj, Slice):
cls = cls.base_class
if obj.identifier not in self.objects[cls]:
glom = cls()
glom.identifier = obj.identifier
self.objects[cls][obj.identifier] = glom
else:
glom = self.objects[cls][obj.identifier]
# TODO this... feels special-cased, but i guess, it is?
glom._slices[obj.game] = obj
else:
self.objects[cls][obj.identifier] = obj
# TODO this is more complex now that names are multi-language
#self.index[cls][cls.name][obj.name].add(obj)
def fetch(self, cls, identifier):
# TODO wrap in a... multi-thing
return self.objects[cls][identifier]
# TODO clean this garbage up -- better way of iterating the type, actually work for something other than pokemon...
POKEDEX_TYPES = camel.CamelRegistry(tag_prefix='tag:veekun.com,2005:pokedex/', tag_shorthand='!dex!')
@POKEDEX_TYPES.dumper(Locus, 'pokemon', version=None, inherit=True)
def _dump_locus(locus):
data = OrderedDict()
attrs = [(key, attr) for (key, attr) in type(locus).__dict__.items() if isinstance(attr, _Attribute)]
attrs.sort(key=lambda kv: kv[1]._creation_order)
for key, attr in attrs:
if key in locus.__dict__:
data[key.replace('_', '-')] = locus.__dict__[key]
return data
@POKEDEX_TYPES.loader('pokemon', version=None)
def _load_locus(data, version):
cls = Pokemon.Sliced
# TODO wrap with a writer thing?
obj = cls()
for key, value in data.items():
key = key.replace('-', '_')
assert hasattr(cls, key)
setattr(obj, key, value)
return obj
def _temp_main():
repository = Repository()
# just testing for now
cam = camel.Camel([POKEDEX_TYPES])
PATH = 'pokedex/data/ww-red/pokemon.yaml'
with open(PATH) as f:
all_pokemon = cam.load(f.read())
for identifier, pokemon in all_pokemon.items():
# TODO i don't reeeally like this, but configuring a camel to do it
# is a little unwieldy
pokemon.game = 'ww-red'
# TODO this in particular seems extremely clumsy, but identifiers ARE fundamentally keys...
pokemon.identifier = identifier
repository.add(pokemon)
PATH = 'pokedex/data/ww-blue/pokemon.yaml'
with open(PATH) as f:
all_pokemon = cam.load(f.read())
for identifier, pokemon in all_pokemon.items():
# TODO i don't reeeally like this, but configuring a camel to do it
# is a little unwieldy
pokemon.game = 'ww-blue'
# TODO this in particular seems extremely clumsy, but identifiers ARE fundamentally keys...
pokemon.identifier = identifier
repository.add(pokemon)
# TODO NEXT TODO
# - how does the composite object work, exactly? eevee.name.single? eevee.name.latest? no, name needs a language...
# - but what about the vast majority of properties that are the same in every language and only vary by version?
# - what about later games, where only some properties vary by language? in the extreme case, xy/oras are single games!
# TODO should this prepend the prefix automatically... eh
eevee = repository.fetch(Pokemon, 'pokemon.eevee')
pprint(eevee)
# TODO i feel like this should work: eevee = repository.Pokemon['eevee']
print(eevee.name)
print(eevee.types)
# TODO alright so we need to figure out the "index" part, and how you
# access the index, and how a Pokemon object knows what game it belongs to,
# and what the kinda wrapper overlay objects look like. which i guess
# requires having moves and stuff too, and then ripping other gen 1 games
# as well. phew!
# TODO also some descriptor nonsense would be kind of nice up in here, i
# guess, to enforce that the yaml is sensible. but also we don't want to
# slow down loading any more than we absolutely have to, ahem. maybe do it
# as a test?
# TODO maybe worth considering that whole string de-duping idea.
# TODO lol whoops records don't actually know their own identifiers!! i
# think what we have here is a more low-level "raw" representation anyway;
# "eevee" would be the concept of eevee, you know. i guess.
print(all_pokemon['eevee'])
pprint(all_pokemon['eevee'].__dict__)
if __name__ == '__main__':
_temp_main()